CLANG is a multi-player medieval sword fighting game developed by Subutai Corporation. The game is designed to be played with a specially developed low-latency, high precision motion controller to increase the realism and responsiveness of the computer gaming sword fighting experience.
Neal Stephenson is the Chairman of Subutai Corporation and the driving force behind CLANG. He wants to revolutionize sword fighting in video games and believes that the technology now exists that makes it possible to move, and control, a sword fighter's actions in a better way than the common methods to control a game like gamepads, mice and keyboards.
Weapons
The first weapon used in CLANG will be the two-handed longsword which was popular in Europe during late medieval and early renaissance.
Other weapons may appear in time, but the developers have made it clear that the primary focus will be the longsword first, and then when the development tools have been refined, other weapons can be added, either by the developers or by other parties.
Realistic Combat & Response
Something that's critical to a satisfying sword fight is fast and accurate responses. This is important because of the depth and complexity of moves that will be used in CLANG. Real sword fighting involves multiple attacks delivered from different stances, pommel strikes, grappling, feints, and parries. The developers believe that this has not been done with other games featuring sword fighting before, and that it can't be done with current game controllers such as gamepads or keyboard and mouse.
New Technology
MASE
Creating the game will mean creation of a a toolkit that can then be used to create what Subutai Corporation call MASEs (Martial Arts System Embodiments) which will mean that the learning curve to implement new weapons will be significantly easier. This is why the only weapon announced so far is the longsword. It's being developed concurrently with the MASE system.
The Stance Bar
A column of icons on the far left which tell the user which stances are available to their avatar. The stance you're currently using will glow, stances unavailable to the player will be grayed out.
The Attack Star
The Attack Star depicts six angles for cutting attacks and a target for thrusting attacks. Some attacks will not be available if you're in the wrong stance and the swords and the target will be grayed out to show this.
The Parry Bar
Located on the low right center of the screen. Show's when parries are available to be used.
The Trainer
Your character will learn stances, moves, and techniques from a cast of trainer characters. The trainer radial organizes and accesses that knowledge. Each icon represents a specific teacher your character has trained with. When that knowledge becomes relevant to the fight, the icon will activate and depict various techniques.
The End of Fight Bar
If one of the combatants has been disarmed, disabled or is in an impossible situation, the three icons in the end-of-fight bar activate. The victor will be given the opportunity to spare (or execute) the opponent. If defeated, you can ask for mercy. There's no guarantee however, that mercy will be given!